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/* Project:	Star Wars SAGA										*/
/* Began:	April 6th, 2008										*/
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//	SET UP
//		Force Sensitive / Force Users
//			Many people, especially when setting up games in the Rebellion era, wish to limit the availability
//			of force sensitives and Jedi in particular.
//			I have enabled SECR to tweak how prevalent force users are in the game, through a couple of ways.
//			First, you can limit WHEN a player may take a force using class by setting the class' flagMinLevel to 1 or higher.
//			You cannot take a level in a class until your CL (heroic levels + 1/3 non-heroics) is equal to the flagMinLevel.
//			Second, you can set the flagForceUser flag on a class. The flagForceUser performs different depending on a global
//			flag, FORCE_COMMON. If FORCE_COMMON is true, then the flagForceUser flag adds the Force Sensitive feat
//			to the class' starter feats. If FORCE_COMMON false, then you cannot take a level of this class
//			without the Force Sensitive feat. A last flag, FORCE_OPEN, determines if you can take the Force Sensitive
//			feat voluntarily. If FORCE_OPEN is true, then you can. If not, then Force Sensitive is randomly determined.
//			The randomness is determined by mob.randomForce(). You may override this if desired.
//
//		Classes
//			Starting Hitpoints
//				Each class has a "hit die" value. This represents how many hit points that class gains each
//				level. The global flag, FLAG_HitPoints, denotes how this value is used. A value of 0 results in a random value
//				from one to the value listed. Setting the flag to 1 results in 1/2 of the stated value, rounded down, and
//				added to 1. So, if the hit die value was 10, setting the flag to 1 would result in 6 hit points every
//				level (10/2 = 5 + 1 = 6). A final value of 2 will result in the maximum value. In our previous example
//				that would be 10 hit points per level.
//
//			Starting Credits
//				Each class entry has a credits value. This is a multiplier. The base value ranges from 3 to 12.
//				As with Hitpoints you may specify that players start with random, half, or full starting cash.
//				For example, setting the flag FLAG_CASH to 1 would provide a base of 7. Setting the flag to 2 would
//				provide a base of 12.